Quick Rules

Blinded – Automatically fail any check requiring sight. Disadvantage on attack rolls. Attackers have advantage.

Charmed – Cannot attack the charmer or target them with harmful abilities or effects. Charmer has advantage on interacting socially with the charmed creature.

Climbing – Each foot of climbing costs 1 extra foot (2 extra feet in difficult terrain), unless the creature has a climbing speed.

Cover
- Half Cover – Grants +2 bonus to AC and Dexterity saving throws.
- 3/4 Cover – Grants +5 bonus to AC and Dexterity saving throws.
- Total Cover – Cannot be targeted directly by attacks or spells, although area of effect spells/abilities are still effective.

Damage at 0 Hit Points – If you take damage while at 0 hit points you suffer a death saving throw failure. If this damage is from a critical hit you instead suffer two failures. If this damage is greater than or equal to your hit point maximum you suffer instant death.

Deafened – Automatically fail any ability check that requires hearing.

Death Saving Throws – Whenever you start a turn with 0 hit points you must make a death saving throw. On a roll of 10 or higher, you succeed. Otherwise, you fail. On your third success you become stable while on your third failure you die. On a roll of 1 you suffer two failures while on a roll of 20 you become stable and gain one hit point.

Difficult Terrain – Every foot of movement in difficult terrain costs 1 extra foot.

Exhaustion
- Lv 1 – Disadvantage on ability checks
- Lv 2 – Speed halved
- Lv 3 – Disadvantage on attack rolls and saving throws
- Lv 4 – Hit point maximum halved
- Lv 5 – Speed reduced to 0
- Lv 6 – Death

Falling – At the end of a fall a creature takes 1d6 bludgeoning damage for every 10 feet they fell (max 20d6). A creature who takes damage this way is knocked prone.

Frightened – Disadvantage on ability checks and attack rolls while the source of the fear is within sight. Cannot willingly move towards the source of the fear.

Grapple – The target you grapple can be no more than one size larger than you. You make a Strength (Athletics) check contested by the opponent’s Strength (Athletics) or Dexterity (Acrobatics) check (they choose). When you move with a grappled creature, your speed is halved.

Grappled – Speed is reduced to 0. Ends when grappler is incapacitated, is no longer within reach, or fails a skill contest.

Halving – Round down whenever the game requires you to halve a number. For example, if you halve 15, you get 7.

Hide – When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check’s total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence. You can’t hide from a creature that can see you, and if you make noise, you give away your position. There’s more in PH pg. 177.

High Jump – You leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before jumping. When you make a standing high jump, you can jump only half that distance. The DM might allow a Strength (Athletics) check to jump farther than you normally can.

Incapacitated – Cannot take actions or reactions.

Invisible – Considered heavily obscured for the purposes of hiding. Advantage on attack rolls. Attackers have disadvantage.

Long Jump – When making a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. A foot in a jump costs a foot of movement. The DM might allow a Strength (Athletics) check to jump farther than you normally can.

Long Rest – A period of extended down time lasting at least 8 hours. You can either sleep or do light activities such as talking, eating, or standing watch. These activities cannot take up more than 2 hours of your rest. You regain some abilities, features, and resources. You regain all of your lost hit points. You regain a number of Hit Die equal to up to half of your total possible Hit Die.

Moving through Creatures – You can move through a non-hostile creature’s space. You can move through a hostile creatures space if it is at least 2 sizes larger or smaller than you. You may provoke an opportunity attack though.

Paralyzed – Incapacitated and cannot move or speak. Automatically fail Strength and Dexterity saving throws. Attackers have advantage and any attack that hits and is made from within 5 feet is a crit.

Petrified – Weight increases by a factor of 10 and you no longer age. Paralyzed. Resistant to all damage. Any poison or disease already afflicting the target is suspended and the target becomes immune to poison and disease.

Poisoned – Disadvantage on attack rolls and ability checks.

Prone – Only movement option is to crawl until standing up. Disadvantage on attack rolls. Attackers within 5 feet have advantage, otherwise they have disadvantage. Can stand up by using half of your total movement speed. Every foot of movement while crawling costs 1 extra foot of movement (in difficult terrain, each foot costs 3 feet of movement).

Ranged Attack in Close Combat – You have disadvantage on attack rolls when you are within 5 feet of a hostile creature who can see you and isn’t incapacitated.

Resistance – If a creature has resistance to a damage type, damage of that type is halved against it.

Restrained – Speed reduced to 0. Disadvantage on attack rolls and Dexterity saving throws. Attackers have advantage.

Short Rest – a rest of at least an hour where you can do nothing more strenuous than eating, drinking, reading, or tending to wounds. You regain the use of some abilities, features, and resources. You can expend one of your accumulated Hit Die. Afterwards, you may choose to spend another Hit Die.

Shove – You can make a special melee attack to shove a creature, either to knock it prone or push it away from you. The target must be no more than one size larger than you and must be within your reach. You make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) (their choice). If you success, you either knock it prone or push it 5 feet away from you (your choice).

Spell Attack Rolls – Some spells require the caster to make an attack roll to see if it hit the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus.

Spell Saving Throw – The specifies the ability that the target uses for the save and what happens on success and failure (if the creature can make a saving throw at all). The DC to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus.

Squeezing – Considered one size category smaller for the purposes of movement through tight areas. Every foot of movement costs an extra foot. Disadvantage on attack rolls and Dexterity saving throws. Attackers have advantage.

Stabilize – You can use your action to administer first aid to a creature to stabilize it. It requires a successful DC 10 Wisdom (Medicine) check.

Stable – 0 hit points and unconscious but don’t need to make Death saving throws. Any damage taken causes the creature to stop being stable and to resume making death saving throws. The stable condition ends when the creature is no longer at 0 hit points. Regain 1 hit point after 1d4 hours if still at 0 hit points.

Stunned – Incapacitated and cannot move. Ability to speak is impaired but not lost. Automatically fail Strength and Dexterity saving throws. Attacks have advantage against you.

Surprised – You can’t move or take an action on your first turn of the combat, and you can’t take a reaction until that turn ends. A member of a group can be surprised even if the other members aren’t.

Swimming – Each foot of swimming costs 1 extra foot (2 extra feet in difficult terrain), unless the creature has a swimming speed.

Unarmed Strike – A punch, kick, head-butt, or other forceful blow. You add your proficiency bonus and Strength modifier to the attack. On a hit, it deals bludgeoning damage equal to 1 + your Strength modifier.

Unconscious – Incapacitated, cannot move or speak, and unaware of surroundings. Drop any held items and fall prone. Automatically fail Strength and Dexterity saving throws. Attackers have advantage and any attack that hits from within 5 feet is a crit.

Travel
- Slow (2 miles an hour/18 miles a day). Able to use stealth.
- Normal (3 miles an hour/24 miles a day).
- Fast (4 miles an hour/30 miles a day). -5 penalty to Passive Perception.

Vulnerability – If a creature has vulnerability to a damage type, damage of that type is doubled against it.

Your Turn – You can move a distance up to your speed and take one action. You can only take one bonus action on your turn (if you have some available). You can also take a free action.

Quick Rules

Adventures in the Dessarin Valley TheDave81